How to Keep the Same Color When Baking a Color Map?
If you need the pure color (formerly known as "diffuse", today it's called "albedo") without any influence of light, you don't use the Combined Bake. You can leave your setup as it is, you just have to make sure to not catch any light influences (shadows, reflections, etc.)

This means you have to bypass the Principled BSDF and pass the color values directly to the material output. You can do this by routing whatever node connects to the Base Color of the Principled BSDF through an Emission Shader directly to the Material Output.



If you have the Node Wrangler add-on installed, you can simply do the same by pressing Ctrl+Shift + Left-click on whatever node connects to the Base Color of the Principled BSDF.



In the Bake Options you select "Diffuse" as Bake Type, under "Influence" you deselect "Direct" and "Indirect" and leave "Color" selected. 



No need to delete any nodes or create separate materials for each bake. Just reroute whatever you want to bake to the Material Output.